skip to main content
10.1145/2556288.2557107acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Jump and shoot!: prioritizing primary and alternative body gestures for intense gameplay

Published: 26 April 2014 Publication History

Abstract

Motion gestures enable natural and intuitive input in video games. However, game gestures designed by developers may not always be the optimal gestures for players. A key challenge in designing appropriate game gestures lies in the interaction-intensive nature of video games, i.e., several actions/commands may need to be executed concurrently using different body parts. This study analyzes user preferences in game gestures, with the aim of accommodating high interactivity during gameplay. Two user-elicitation studies were conducted: first, to determine user preferences, participants were asked to define gestures for common game actions/commands; second, to develop effective combined-gestures, participants were asked to define possible game gestures using each body part (one and two hands, one and two legs, head, eyes, and torso). Our study presents a set of suitable and alternative body parts for common game actions/commands. We also present some simultaneously applied game gestures that assist interaction in highly interactive game situations (e.g., selecting a weapon with the feet while shooting with the hand). Interesting design implications are further discussed, e.g., transferability between hand and leg gestures.

Supplementary Material

MP4 File (p951-sidebyside.mp4)

References

[1]
Bianchi-Berthouze, N. Understanding the role of body movement in player engagement. Human Computer Interaction 28, 1 (2013), 40--75.
[2]
Fothergill, S., Mentis, H., Kohli, P., and Nowozin, S. Instructing people for training gestural interactive systems. In Proc. CHI 2012, ACM (2012), 1737--1746.
[3]
Freeman, D., LaPierre, N., Chevalier, F., and Reilly, D. Tweetris: A study of whole-body interaction during a public art event. In Proc. C&C 2013, ACM (2013), 224--233.
[4]
Gamespot. Rise of Nightmares Review, 2011. http://www.gamespot.com/rise-of-nightmares/reviews/.
[5]
Gerling, K., Livingston, I., Nacke, L., and Mandryk, R. Full-body motion-based game interaction for older adults. In Proc. CHI 2012, ACM (2012), 1873--1882.
[6]
Isbister, K., and DiMauro, C. Waggling the Form Baton: Analyzing Body- Movement-Based Design Patterns in Nintendo Wii Games, Toward Innovation of New Possibilities for Social and Emotional Experience. In Whole Body Interaction, Springer (2011).
[7]
Morris, M. R., Wobbrock, J. O., and Wilson, A. D. Understanding users' preferences for surface gestures. In Proc. GI 2010, CIPS (2010), 261--268.
[8]
Müller, J., Walter, R., Bailly, G., Nischt, M., and Alt, F. Looking glass: A field study on noticing interactivity of a shop window. In Proc. CHI 2012, ACM (2012), 297--306.
[9]
Nielsen, M., Störing, M., Moeslund, T. B., and Granum, E. A procedure for developing intuitive and ergonomic gesture interfaces for hci. In Gesture-Based Communication in Human-Computer Interaction, vol. 2915, Springer (2004), 409--420.
[10]
Nijhar, J., Bianchi-Berthouze, N., and Boguslawski, G. Does movement recognition precision affect the player experience in exertion games' In Proc. INTETAIN 2011. Springer, 2012, 73--82.
[11]
Pasch, M., Bianchi-Berthouze, N., van Dijk, B., and Nijholt, A. Movement-based sports video games: Investigating motivation and gaming experience. Entertainment Computing 1, 2 (2009), 49--61.
[12]
Wobbrock, J. O., Aung, H. H., Rothrock, B., and Myers, B. A. Maximizing the guessability of symbolic input. In Proc. CHI EA 2005, ACM (2005), 1869--1872.
[13]
Wobbrock, J. O., Morris, M. R., and Wilson, A. D. User-defined gestures for surface computing. In Proc. CHI 2009, ACM (2009), 1083--1092.

Cited By

View all

Index Terms

  1. Jump and shoot!: prioritizing primary and alternative body gestures for intense gameplay

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
    April 2014
    4206 pages
    ISBN:9781450324731
    DOI:10.1145/2556288
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 26 April 2014

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. concurrent gestures
    2. games
    3. interactivity
    4. motion gestures
    5. user-defined approach

    Qualifiers

    • Research-article

    Conference

    CHI '14
    Sponsor:
    CHI '14: CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2014
    Ontario, Toronto, Canada

    Acceptance Rates

    CHI '14 Paper Acceptance Rate 465 of 2,043 submissions, 23%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)19
    • Downloads (Last 6 weeks)0
    Reflects downloads up to 09 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media